IMO, you should lower the number of stars in city area, it looks weird that ls has Soo much stars at night because the city has so much lights, therefore so much stars doesn't look real... Areas having no light such as country side with stars at night is ok...

Can you add rainbow in SA???
The default one is sh*t, hope you will remade it..

Only suggestion!

Yeah,I was thinking the same thing about the stars too ,but I'm to lazy to edit the textures by hand,I only removed the bloomy effect of the stars on cities.

Anyways,feel free to edit them by yourself and if you do,post them here

About the rainbows ,no cuz they gay, yeah that sounds cool,I may add it if I had a texture for it...

Gramps

So if its not dependent on P2DFX anymore, what controls the distance?I managed to get a quick test in, and noticed clouds/stars appearing in front of buildingsAlso, are the default SA clouds still rendered?

On the third screenshot you can see the two stars that are going through the tower in the background.Ignore the corona going through CJ, I think thats a bug from a different mod.

guru_guru

About the clouds going through the buildings,I am almost sure that can be fixed tweaking the ide flags. I'll look into it today.

Unsure if this would work. I think they're already set to 9999.

nope, that's object draw distance. Flags are represented with the last value.
Some objects on SA gets rendered like this (http://i.imgur.com/oUdnv2o.png) and I'm almost sure that happens because wrong flags are set

If there was any way for a object to always be drawn after all objects (ignoring who is in front), your problem will be totally solved.

Thanks, I was about to add these functions too but the after decompiling Mix Sets it gave me some weirds values at those addresses (8 bytes values if I recall...) .Also ,5 bytes? I thought you could write 1,2 or 4 bytes.

Crspy

Thanks, I was about to add these functions too but the after decompiling Mix Sets it gave me some weirds values at those addresses (8 bytes values if I recall...) .Also ,5 bytes? I thought you could write 1,2 or 4 bytes.

Actually it acts like a memory filling function when you pass 1 Byte ( like 0x90 ) and the size is something higher than Dword , as you can see in the Default Case. so if you did something like that > 0A8C: write_memory 0x53E121 size 8 value 0x90 vp 1

But,AFAIK, previous versions worked fine with samp and that could be because I was using SA models instead of added models.You could try changing the IDs in the .ini (and ofcourse,change the filename of the skies accordingly)

Junior_Djjr

↑ this can be "fixed" increasing draw distance (mainly fog distance). It isn't a real fix btw.Maybe some more experienced guy can have a solution as I said above, apparently it is easily possible, but I don't know how.

Junior_Djjr

On other news,maybe I should start using actual skyboxes (and probably change the name of this mod to Better Skydome too) because from what I've seen, SA renders everything in a cube.This could fix (or at least make it less noticeable) the clouds and stars going through buildings...

But is not the object rotating for the rotating clouds?And even profissional game developers call this "skybox" even if isn't a box. It's very common. As so generally isn't a dome but a sphere, and we never read people saying "skysphere".

@JuniorDoes MixMods also remove the same clouds as SkyGFX?

disableClouds=1 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)